Package games.stendhal.server.entity.npc.action

Examples of games.stendhal.server.entity.npc.action.DecreaseKarmaAction


    npc.add(ConversationStates.QUESTION_1,
        ConversationPhrases.NO_MESSAGES,
        null,
        ConversationStates.IDLE,
        "Waaaaaa! You're a big fat meanie.",
        new DecreaseKarmaAction(5.0));
  }
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    npc.add(ConversationStates.QUESTION_1,
        ConversationPhrases.NO_MESSAGES,
        null,
        ConversationStates.IDLE,
        "Waaaaaa! You're a big fat meanie.",
        new DecreaseKarmaAction(5.0));
  }
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    // Player says no, they've lost karma.
    npc.add(ConversationStates.QUEST_OFFERED,
      ConversationPhrases.NO_MESSAGES, null, ConversationStates.IDLE,
      "Oh. Ok. I can understand you... You look like a busy hero so I'll not try to convince you of helping me out.",
      new MultipleActions(new SetQuestAction(QUEST_SLOT, 0, "rejected"),
          new DecreaseKarmaAction(10.0)));

    // Player asks for quest but is already on it

    npc.add(ConversationStates.ATTENDING,
        ConversationPhrases.QUEST_MESSAGES,
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                new QuestNotInStateCondition(QUEST_SLOT, "rejected")),
            ConversationStates.ATTENDING,
            "Wruff... I guess I will have to ask to someone with a better attitude!",
            new MultipleActions(
                new SetQuestAction(QUEST_SLOT, "rejected"),
                new DecreaseKarmaAction(20.0)));

        //Player is not inclined to comply with the request and he has rejected it last time
        //If player wants to buy any beverage here, he should really take the quest now
        //Wrviliza holds a grudge by turning idle again.
        npc.add(ConversationStates.QUEST_OFFERED,
            ConversationPhrases.NO_MESSAGES,
            new QuestInStateCondition(QUEST_SLOT, "rejected"),
            ConversationStates.IDLE,
            "Wruff... I guess you will wander around with a dry gulch then...",
            new MultipleActions(
                new SetQuestAction(QUEST_SLOT, "rejected"),
                new DecreaseKarmaAction(20.0)));
    }
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    // Player says no, they've lost karma.
    npc.add(ConversationStates.QUEST_OFFERED,
      ConversationPhrases.NO_MESSAGES, null, ConversationStates.IDLE,
      "Oh, never mind. Bye then.",
      new MultipleActions(new SetQuestAction(QUEST_SLOT, 0, "rejected"),
          new DecreaseKarmaAction(10.0)));
  }
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      protected void createDialog() {
        addGreeting("#elddir a evlos tsum uoy ecalp siht #evael ot kees uoy fI");
        add(ConversationStates.ATTENDING, "evael", null, ConversationStates.QUESTION_1, "?erus uoy erA .truh lliw tI", null);
        final List<ChatAction> processStep = new LinkedList<ChatAction>();
        processStep.add(new TeleportAction("int_afterlife", 31, 23, Direction.UP));
        processStep.add(new DecreaseKarmaAction(100.0));
        processStep.add(new ChatAction() {
          public void fire(final Player player, final Sentence sentence, final EventRaiser npc) {
            player.subXP(10000);
            // wipe riddle slot if player decided they couldnt answer it and would take the karma hit
            if (player.hasQuest("solve_riddles")) {
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        // player wants to pay for previous item
        final List<ChatAction> payment = new LinkedList<ChatAction>();
        payment.add(new DropItemAction("money", COST));
        payment.add(new SetQuestAction(QUEST_SLOT, "done"));
        payment.add(new DecreaseKarmaAction(10));
        add(ConversationStates.QUESTION_1,
            ConversationPhrases.YES_MESSAGES,
            new PlayerHasItemWithHimCondition("money", COST)
            ConversationStates.ATTENDING,
            "Thanks. Just let me know if you want to #borrow any tools again.",
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    npc.add(ConversationStates.QUEST_OFFERED,
      ConversationPhrases.NO_MESSAGES, null,
      ConversationStates.ATTENDING,
      "I knew it ... you probably have bad #karma.",
      new MultipleActions(
          new DecreaseKarmaAction(10.0),
          new SetQuestAction(QUEST_SLOT, "done"),
          new EnableFeatureAction("karma_indicator")));

    // player wants to know what karma is
    npc.add(
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        null,
        ConversationStates.IDLE,
        "Well, that's not very charitable.",
        new MultipleActions(
            new SetQuestAction(QUEST_SLOT, 0, "rejected"),
            new DecreaseKarmaAction(5.0)));
  }
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   */
  protected void rejectQuest() {
    concreteQuest.getNPC().add(ConversationStates.QUEST_OFFERED, ConversationPhrases.NO_MESSAGES, null,
      ConversationStates.IDLE,
      concreteQuest.respondToQuestRefusal(),
      new DecreaseKarmaAction(concreteQuest.getKarmaDiffForQuestResponse()));
  }
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